CFunc_LOD::Spawn
0x006c0370 · 103 bytes · __thiscall
_ZN9CFunc_LOD5SpawnEv
Decompiled
undefined (1 param)
/* CFunc_LOD::Spawn() */
void __thiscall CFunc_LOD::Spawn(CFunc_LOD *this)
{
code *pcVar1;
undefined1 *puVar2;
undefined1 *local_10;
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar2 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar2 = local_10;
}
(*pcVar1)(this,puVar2);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
CBaseEntity::Spawn((CBaseEntity *)this);
/* WARNING: Could not recover jumptable at 0x006c03d5. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x290))();
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.